Ezekiel And The Fake World by Skvader_418
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A man named Ezekiel wants to relax on the beach and goes to the scientists and asks them if they can place him in a simulated world where he can relax on the beach, the scientists agree. BUT! a malfunction happens and the computer gets destroyed! The world changes for Ezekiel as he does not know what is going on
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Arrow Keys - Move
Z - Jump
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Art,Sfx,Programming - Skvader418 (Phil S.)
Music - Donkey Kong Land


| Link | https://twocrownproductions.itch.io/ezekiel-and-the-fake-world |
| Original URL | https://ldjam.com/events/ludum-dare/49/ezekiel-and-the-fake-world |
Ratings
| Overall | 543th | 3.673โญ | 28๐งโโ๏ธ |
| Fun | 291th | 3.827โญ | 28๐งโโ๏ธ |
| Innovation | 1215th | 2.846โญ | 28๐งโโ๏ธ |
| Theme | 873th | 3.404โญ | 28๐งโโ๏ธ |
| Graphics | 713th | 3.654โญ | 28๐งโโ๏ธ |
| Audio | 395th | 3.62โญ | 27๐งโโ๏ธ |
| Humor | 341th | 3.596โญ | 28๐งโโ๏ธ |
| Given | 19๐ณ๏ธ | 25๐จ๏ธ |
The movement was pretty good too, I liked the creativity of the levels :)
Well done, congrats on finishing a very polished game within 3 days!
VOD Link: https://www.twitch.tv/videos/1167820249
https://youtu.be/8_LZxCDpWIE?t=6869
Aside: the recording is really bright because I have an HDR screen. Since that doesn't stream well, I've applied an HDR-to-SDR LUT filter, which...isn't a perfect translation.
Suggestions:
-I think the camera in the updated version moves too fast and the camera feels jerky. If think slowing down the transition will help would be a good middle ground between the 2 versions.
-enemies are too small for how fast the player moves. Sometimes it was hard to jump on them
On second re-watch of my playthrough, I failed to realize how many subtle, yet incredibly helpful animations and details you've added in that gives this game an extraordinary polish to it. I thought the controls in the game were really tight, and the clever level design helped me learn and understand the main mechanic of each stage. I'm really impressed by it all.
Personally, a few main negatives that stood out to me were the size of the enemies, dealing with enemies in underwater segments, and the camera positioning. For the enemies, I personally thought they were too small when in the regular platforming stages to feel worth killing. At the few points where it was necessary to bop on a few of them, the lack of volume made it difficult to get those interactions right. It also doesn't help that by default, Exekiel moves very quickly, so I often overshot my jumps.
I also had a hard time dealing with enemies during the underwater segments, mainly because it didn't feel like I've had a way to defeat them, nor get away from them in an expedient manner. It would have been nice to at least have a boost to swim in other directions besides up so evasion would be easier. And lastly, I would have liked to see a look-ahead camera implemented: that is, if the player is moving right, also have the camera pan to the right of the character. Given your firm understanding of platformers, though, I assume this was more due to lack of time than anything.
Had a lot of fun playing this short experience! Would definitely like to see more, even if it wasn't made in GDevelop!
But if I may give you an advice, you should avoid punishing players for playing your game. It's ok if it is hard, but it shouldn't be punishing. What I mean by that is making players redo walks across the level when they make a slight mistake towards the end of it. I know we all feel our game deserves attention, but the folk on Ludum Dare usually can't give much time to a single entry. In this case, the part where you have to bounce over three flying purple things to cross the spikes, I failed it a few times (not very skilled at that stuff) and almost gave up, but then when I managed to do it instead of a reward I got an unexpected collapse and got sent back to start. And after failing the jumps again I had to give up, which is frustrating as the rest of the game is cool and I wanted to see more of it.
But good job in overall, keep going at it. Btw I played the original version, which I tend to do when rating (unless there is a clear statement about what was changed in patches, perhaps add this statement).
The game was a bit short and ended quite abruptly but you got alot done in that time as a one-man-team. The sounds were fitting to the whole game and I liked the song alot!
The 'glitches' were also nicely made with both visual and sound and they played well for the overall mood.
Good job!